Sarah Schneider wrote:The Bazzalisk wrote:Again, I say HMLs are not OP compared to other LR platforms. Close up, other LR platforms will all have similar performance to the HML with short range ammo. At long range there are other factors to consider. You can't just say 'HML does x damage at x range, other medium guns do y damage at y range thus HMLs are overpowered'
On an unbonused ship, using short range ammo, the stats are as follows.
Heavy Beam Laser - 37dps, 159 alpha
250mm Railgun - 34dps, 161 alpha
Heavy Missile Launcher - 31dps, 264 alpha
720mm Artillery Cannon - 28dps, 424 alpha
Those numbers look fairly balanced to me. Ah you say - but HML can shoot to much further range than these guns with that dps, and at long range it will trump them completely.
Not true. The only time HMLs are really going to be used past 40k is in gang fights, and in gang fights there are logis and travel time. The travel time will negatively affect the dps, and makes the alpha much less significant due to the extra time logistics pilots have to prepare.
At medium-long range, HML will have the best dps - but it can be affected by other factors which other medium guns will not be.
Firewalling only affects missiles.
At that kind of range, assuming the guns are in their optimal ranges, the guns will not really be affected by tracking much. Missiles are always affected by radius/velocity.
Guns can use tracking computers and tracking enhancers to mitigate range/tracking issues. Missiles cannot do the same for their radius/velocity.
Guns apply instant dps or big instant alpha strikes in the case of artillery. Missiles do not do the same.
Guns can switch between long range and short range ammo, and at short range, a long range gun with short range ammo will trump the dps of a HML. A HML cannot switch to another type of missile to get more dps.
QFT. Seeing some people seems to deliberately skipped these facts and go straight to "hell yeah! nerf dem HMLs!!!" for some reason.
Some poeple maybe don't want to expend effort to debunk the flaws in the quoted post. Oh well, here goes,
What point is it to compare weapons without ship bonuses for those weapons. They simply don't get fit without the ship bonuses.
An all level 5 skilled character, for ease of comparison only since we all know most people usually train spec skills to 4, tech II high damage ammo, and no damage mods (just the guns man) can do the following with a
7 x HBL II Gleam Harby - 323 dps (7.5 optimal) (1395 volley)
7 x 250mm Rail II Javelin Brutix
- 298 dps (9.0 optimal) (1406 volley)
6 x 720mm Arty II Quake Hurricane - 281 dps (7.5 optimal) (3177 volley)
7 x HML II Fury Drake - 271dps (75.9 optimal -> realistic 72km range) (2310 volley)
Notice the big diference the guns less than 10km (not 40km) and the missiles 70+km. You are comparing very short range performance against a weapon system built for range and it still is competitive. BUT, then plug in the long range tech II ammo and
Harby 184 dps, 54 optimal, 787 volley
Brutix 170 dps, 65 optimal, 804 volley
Cane 161 dps, 54 optimal, 1815 volley
Drake 271 dps, 70+ optimal, 2310 volley still
And yes most people fight in gangs, small or large, with tackle distributed. Drakes often are shooting past 40km in those situations. Regardless, the turret ships have to be within scram and web range to apply their slight dps advantage with short range ammo. The Drake wins at anything over about 10-12km well within a boosted point range at around 25-30km. The travel time at those distances will mean squat. If those turret ships are fitting an armor tank they won't be catching the Drake, and if shield fit it is flimsy and probably around half the Drake's tank.
Now some of this ignores the use of TEs or TCs but those things compete with damage mods, tackle, or tank and other things a short range ship needs to do it's job. But it was your example.
Firewalling is only really ever used in blobs. It is not always effective, and even when it is it's not like some manuvering can't get the missile stream around the wall. Firewalling was a suboptimal strategy bourne of the lack of a dedicated anti-missile ewar in the game. It will quite possibly be gone once TDs start affecting missiles as well as turrets.
And in case you missed it it is not only TDs that will have a missile effect it will also be TEs and TCs. Welcome to the wonderful world of ftting choices. A world that has been heretofore only inhabited by turret boats.
Instant damage does not matter unless you are in a mixed gang and seeking killmail glory. And even there look at the drone boat. He's waiting longer for his weapons to reach the target (and don't mention sentries for pvp with a straight face for anything other than gate or station camping). In a fleet action travel time doesn't matter for a missile fleet because the bubbles or Lach/Hugi combo are your tackle. Everyone's missiles will be traveling.
And notice the volley on the Drake at 70km v the Cane at 70km.
I think you need to get some experience with guns. I've got experience with both weapons. Do you? Training specs on 3 types of guns at all sizes and missiles at all sizes is a *****, but once you are there you notice these things. It gives you more of a perspective on the game than just oh boo hoo they're nerfing the weapon system I use.